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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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RG0BS1U.gif


http://store.steampowered.com/app/523680

Good luck!

I may have created the worlds first VR-based pun. Click the gif for the version with sound which is 10x better:

Need to get the Stage Presence crowd on your side quickly? DROP THE BASS

I like it.
 

bumpkin

Member
No hate here (unless I gave off that impression at one point), it's the only mobile ecosystem that you see returns on your investment.

Though wait, you can deploy your apps to the app store from your device? I read you needed an actual Mac to compile it all. I'm still using Construct 2 and have some prototypes, I just lack the idevice.

In Construct 2 you export the game to a third party plug in, and from there you have export that to a mac and then to the app store barring a lot check. If there was a method to skip the Mac part I should get cracking on that.

Going to wait until my current contract is up and make the switch to an Iphone6 at least.
As far as I know, you need a Mac to publish to the store. The actual publishing process involves using a tool built into the IDE. I just meant you can use the hardware you already have to build your App to as you develop, testing it on real hardware all you want. With the original Wii U developer program, you needed to shell out 1500+ to get special hardware from Nintendo to build your game to for testing. If you didn't have the hardware, you had no way whatsoever to run your game. They had an introductory program where it was "free" for so long, but then you were locked into an installment payment agreement. And it wasn't cheap, certainly not for your average hobbyist game developer looking to get started.

I hate mobile from an interface standpoint for traditional gaming - give me buttons or give me death - but from a barrier of entry standpoint, it's $99 and you're rolling (assuming you own an iOS device).
 

Pehesse

Member
Awesome seeing your progress unfold. Congrats on reaching the end!

Good luck! Wishing you all the best :D

I missed this yesterday, grats man!

Thank you all so much for all that support! Don't forget there are still some keys available in the Indie Thread if you want to see the game for yourself already :-D Otherwise, I'll most likely do a bigger giveaway at the time of release!
 

Pehesse

Member
Excellent. I have foud youre conributions to the thread excellent and cant wait for the release. Intresting to see how that economic model works out

My biggest contribution so far is certainly to have managed to plaster Jeff Goldblum's tongue all over the last page :v But really and more seriously, thanks a lot!!

I'm very curious about the model, too (obviously) - can't say for sure if it'll produce worthwhile results since for it to *really* mean anything it'd need to be on a wide scale, but if I get the chance, I'll be sure to reiterate it later down the line. Either way, I'll report back with the results, though it'll probably be some time before I get meaningful numbers!
 

Aki-at

Member
Been working on my project a bit, after a long period of inactivity I've now posted 4 updates in 5 weeks, smashing! So with this latest updates I've been modernising one of my older levels to suit with the Mega Drive style I'm aiming for with the game.

ST1.png


MockSnowyTwilight-300x188.png


http://brockcrocodile.com/2016/09/11/old-level-new-look/

I think I've done a pretty good job at moving it from a Master System to a Mega Drive aesthetic haha! Obviously there's a few issue I can already identity such as the tiger enemy clashing with the background and the same with the foreground, the abundence of white is definitely an issue but I like what I've come up with so far!

Only a shame I won't be updating for a couple of weeks, actually on the plane going to enjoy my holiday but I've been meaning to drop an update in this project for a while so better time than any!
 
It's been great to see how everyone is progressing with their games in this thread, I've been watching for the past couple of months and finally thought I'd share a quick look at the VR game i've been working on solo for awhile.

I've made the lighting brighter in this image than it normally is in-game so it's more visible. Still not sure on the middle section of the building yet but i've been looking at it for far too long to get a sense of what I need to change until I take a break. Got plenty of other areas done too which i'll share at a later date, along with some gameplay details.




 

JP_

Banned
a09e4b7bc7.png


Testing new system that'll let me adjust vertex colors at runtime for some cool effects. Was experiencing a weird bug where some meshes would have their vertex position changed when I changed the vertex colors... simply starting a new file in Blender and appending the objects fixes it though, so ¯\_(ツ)_/¯
 

Ontoue

Member
Do you guys typically decide how fast your player character is going to move and then animate them, or do you make an animation you like first and fit it to a speed after? Been thinking about this lately as I get closer to rigging and animating.
 
Well, we put Paper Shakespeare: It's Hamlet (Again)! on Greenlight a while ago It is currently getting butchered. Ah well. It was always just a side project between now and getting the systems for Other Bigger Game. I'm probably going to put it up on Itch.io in a month or so after all the final beta testing is done.

Since it's a much smaller project, we're probably going to only put it out for $1.99; we thought about FREE, but there is some stuff in there that we did pay for.


By the way, congrats on the epic acheev.
 
Do you guys typically decide how fast your player character is going to move and then animate them, or do you make an animation you like first and fit it to a speed after? Been thinking about this lately as I get closer to rigging and animating.

Animations can be sped up and down to match so long as the change isn't too drastic. I'd go for deciding how fast your character moves first and try to animate it to match, then tweak it until it feels right.
 

Pehesse

Member
Well, we put Paper Shakespeare: It's Hamlet (Again)! on Greenlight a while ago It is currently getting butchered. Ah well. It was always just a side project between now and getting the systems for Other Bigger Game. I'm probably going to put it up on Itch.io in a month or so after all the final beta testing is done.

Since it's a much smaller project, we're probably going to only put it out for $1.99; we thought about FREE, but there is some stuff in there that we did pay for.



By the way, congrats on the epic acheev.

Thanks a lot! Sorry to hear about Paper Shakespeare, though :-/

Speaking of achievements, and since there was a discussion about it earlier, I did add achievements to the Steam version of Honey - part because in this day and age, you kinda have to, but also because I find it fun to design achievements for a game genre that don't really mesh well with the idea in the first place (visual novels y'know). In the end, I tried to strike a balance between stuff that's clearly "out of the way", so you won't get them playing naturally if you don't watch out, but they're also not "super duper hypra hidden" since the game doesn't aim to cater to a mega-hardcore crowd (in fact... which crowd does it look to cater to, specifically? Eh, details).

So we'll see. If any of you eventually play the steam version, I'd be curious to hear your thoughts about the achievements. I tried to make them all small puzzles - most of them relate to specific events in the game, and the image/phrasing of each achievement is part of the question you're supposed to solve to get the achivement.

Some are super straightforward - mostly, the 9 about getting the feats during matches - but I'm hoping for the rest, just reading them won't let you know immediately what you're supposed to be doing, and you have to think about the context of the game to find out the sequence of events that's supposed to play out for you to unlock each and every one!

That's glorious :)

Many many thanks :-D Looking forward to design a 2D-animated platformer next, I hear those are easy to make and don't take that much time at all, so I should be golden! ...rrright? (but more seriously, if you have any preemptive advice other than DON'T DO IT, I'll take it!)
 
My initial thought on that if you wanted feedback would be there's a lack of grotesques

I agree, I'll look at modelling some more complex geometry like that & add it to the scene once i'm fully happy with the building shape. Thanks for the input, helps me keep inspired :)

Also an additional look at the scene with a deferred renderer & volumetric lighting, it retains 90fps but the sacrifice in image quality moving from a forward renderer is a concern, SMAA doesn't help much unfortunately but i'll sort it in the end.
 

Lautaro

Member
I continue working hard in Beastmancer, this time I've been testing transitions between dialogue and combat with a NPC:

https://youtu.be/TDe3_kBCGYo

I "ordered" myself to get the core features ready during this month so I could start making content, its hard but I think I can do it.
 

Rhanitan

Member
Cool! I didn't know gaf had a thread for this. Seeing all you people working hard on stuff is inspiring me. I'll try and get something presentable to share here soon.

So much good stuff in here.
 

AlteredBeast

Fork 'em, Sparky!
Well, I caught the "I'm way in over my head, but still want to try" development bug with the Gamemaker Studio Humble Bundle offer.

My long, storied programming background:

18 years ago, I took a QBasic class and made dumb stuff like Trivia games and simple move-object, it-changes-other-object type of crappy games. It was a very, very long time ago and I have forgotten everything except the clear screen command.

No other programming whatsoever. LOL

It looks like this program allows for a lot of drag and drop stuff, along with actual coding if you want to do so. Will I be able to either:

A) Make a somewhat decent, potentially sellable game using the drag and drop system?
or
B) Learn to code competently using some tutorials or guides available online?

A) would be optimal, since my time is a hilarious premium, but B) is possible if it would eventually be much faster and also be intuitive. I have what I consider to be three really, really good game ideas, and they don't seem like they would overly complicated to make, but like I mentioned, I am in way over my head and I am positive this will be much more difficult than it looks. I did the most simple tutorial for the click the clown game, and it seems pretty simple to at least add and change elements of games, although that game is obivously ridiculously simplistic and all of the assets are already created for you...

Nevertheless, I definitely want to try.

Can anyone recommend any good platformer tutorials or other tutorials that will help me with what I need to make a good and fun platformer? Optimally, I want to control the float of a character, speed, collision physics, the ability to add wall-jumps, wall slides, item usage, character transformation, etc.


Thanks in advance and I hope to be able to share my vision with you guys within the next year, if possible! :p
 

Mengy

wishes it were bannable to say mean things about Marvel
Well, I caught the "I'm way in over my head, but still want to try" development bug with the Gamemaker Studio Humble Bundle offer.

...

It looks like this program allows for a lot of drag and drop stuff, along with actual coding if you want to do so. Will I be able to either:

A) Make a somewhat decent, potentially sellable game using the drag and drop system?
or
B) Learn to code competently using some tutorials or guides available online?

I also bought the GM bundle last week. Already have one of my "games" mostly up and running in it, lots of polishing and detailing to do but I'm surprised I've gotten this far in such a short time.

From my few days of experience with it, I would say you need a mixture of both A and B in your post. GameMaker seems to have a very robust and user friendly interface with the drag and drop stuff, but I get the impression you will need to do some coding too in combination with the drag & drop in order to get a marketable game together. GameMaker's coding language GML seems nice and easy, but it's odd sometimes to an amateur C++ coder like me. GML won't teach you HOW to code, but the help in it is really nice and thorough, so I think by learning GML you might learn some coding basics that would apply to languages like C++ and others. So far even my rudimentary skill with C++ has made picking up GML pretty easy, syntax is different but the concepts are very similar.

Eh, this thread is full of real developers, not a hobbyist like me, you'll probably get some much better answers than I can give, LOL!
 

AlteredBeast

Fork 'em, Sparky!
I also bought the GM bundle last week. Already have one of my "games" mostly up and running in it, lots of polishing and detailing to do but I'm surprised I've gotten this far in such a short time.

From my few days of experience with it, I would say you need a mixture of both A and B in your post. GameMaker seems to have a very robust and user friendly interface with the drag and drop stuff, but I get the impression you will need to do some coding too in combination with the drag & drop in order to get a marketable game together. GameMaker's coding language GML seems nice and easy, but it's odd sometimes to an amateur C++ coder like me. GML won't teach you HOW to code, but the help in it is really nice and thorough, so I think by learning GML you might learn some coding basics that would apply to languages like C++ and others. So far even my rudimentary skill with C++ has made picking up GML pretty easy, syntax is different but the concepts are very similar.

Eh, this thread is full of real developers, not a hobbyist like me, you'll probably get some much better answers than I can give, LOL!

This is about as thorough as I needed to hear. Let's get crazy!
 

Pehesse

Member
Something I'd like y'all opinion's on: the game's manual! Will need to be updated with links when the game will be out, but as for the rest, if you have thoughts to share, I'd love to hear them!

http://pehesse.fr/honey/access/Honey_DigitalManual.pdf


Nice! Well done, and good luck!

Congrats man! Been a long time comin.

Good luck ! :)

Thanks a lot! Been way too long, indeed... just a little longer now :-D

Alright dudes, enough Jeff Goldblum for one page.

...But congrats, Pehesse.

Thanks... and sorry about that :-/

Well, I caught the "I'm way in over my head, but still want to try" development bug with the Gamemaker Studio Humble Bundle offer.

My long, storied programming background:

18 years ago, I took a QBasic class and made dumb stuff like Trivia games and simple move-object, it-changes-other-object type of crappy games. It was a very, very long time ago and I have forgotten everything except the clear screen command.

No other programming whatsoever. LOL

It looks like this program allows for a lot of drag and drop stuff, along with actual coding if you want to do so. Will I be able to either:

A) Make a somewhat decent, potentially sellable game using the drag and drop system?
or
B) Learn to code competently using some tutorials or guides available online?

A) would be optimal, since my time is a hilarious premium, but B) is possible if it would eventually be much faster and also be intuitive. I have what I consider to be three really, really good game ideas, and they don't seem like they would overly complicated to make, but like I mentioned, I am in way over my head and I am positive this will be much more difficult than it looks. I did the most simple tutorial for the click the clown game, and it seems pretty simple to at least add and change elements of games, although that game is obivously ridiculously simplistic and all of the assets are already created for you...

Nevertheless, I definitely want to try.

Can anyone recommend any good platformer tutorials or other tutorials that will help me with what I need to make a good and fun platformer? Optimally, I want to control the float of a character, speed, collision physics, the ability to add wall-jumps, wall slides, item usage, character transformation, etc.


Thanks in advance and I hope to be able to share my vision with you guys within the next year, if possible! :p

Looking forward to it! I'm not a (modern) GM user myself, but here's what I heard in comparison to the one I'm using, Construct 2: where C2 is full-on drag and drop interface with little to no scripting required/recommended (in fact, it's actively discouraged), GM stands more as a middle of the road proposition, where drag-and-drop is fully functional, but you'll need additional scripting to really get the most out of it.

Thankfully there are tons of tutorials and videos on the subject, starting with Tom Francis' series: https://www.youtube.com/watch?v=DN6dZWXUEzA&list=PLUtKzyIe0aB2HjpmBhnsHpK7ig0z7ohWw - and the bundle you got has the source code for many games, so you're pretty golden as far as examples go.

If what you're looking for is game-making capabilities with minimal scripting required while still allowing full range of customization, I'd suggest taking a look at Construct 2 as well: it has a very similar philosophy to GM, but it's designed to allow users to build games without need to "write" a single line, while still having access to everything they would if they did. Doesn't mean it works all the time, but my own stuff is hopefully proof enough of what you can do with it, again without a single line of script since I *cannot* learn programming syntax for the life of me (to find the link, just look for the Goldblum above).

So in conclusion: GM should be more than you need, but if you don't want to wade in any kind of scripting while still using 100% programming logic: try out Construct 2, it has a free trial edition and good tutorials, too!
 

correojon

Member
This is about as thorough as I needed to hear. Let's get crazy!
I suggest starting with an horizontal shooter (ie, a plane flying sideways), this way you don´t need to deal with gravity and collisions can be simplified a lot. It will help you grasp the basic concepts like events and actions and understand a bit about how GM works. Then, you can start complicating it more by creating powerUps or enemy patterns that behave in more complex ways and start using GML for this stuff. After that you could add some platforms, gravity and make the plane turn into a robot so it could walk on platforms.

This is the way I started with GM and I think that it was very nice, a shooter will teach you many things about events, instances, movements...and you won´t loose time with your player getting stuck in a corner because you made one instance solid. Shooting is also a great way to get into GML, as you can start with really basic stuff like creating a single bullet with a directiona and speed, and build up from there to start using programming structures like for to create more complex bullet patterns.

Good luck!

Something I'd like y'all opinion's on: the game's manual! Will need to be updated with links when the game will be out, but as for the rest, if you have thoughts to share, I'd love to hear them!

http://pehesse.fr/honey/access/Honey_DigitalManual.pdf
Yooo congrats!! The manual is BEAUTIFUL! I specially like the section about controls with the Honey drawings for each command. I also love the foreword, it comes as very personal and honest. All the best!
Yu know I´m not having much (or rather any) free time atm, but I promise to give it another nice playthrough whenever I can put some time aside ;)
 

Pehesse

Member
Yooo congrats!! The manual is BEAUTIFUL! I specially like the section about controls with the Honey drawings for each command. I also love the foreword, it comes as very personal and honest. All the best!
Yu know I´m not having much (or rather any) free time atm, but I promise to give it another nice playthrough whenever I can put some time aside ;)

Thanks! And no worries - I just hope you checked your PM's recently :-D
 
Well, I caught the "I'm way in over my head, but still want to try" development bug with the Gamemaker Studio Humble Bundle offer.

My long, storied programming background:

18 years ago, I took a QBasic class and made dumb stuff like Trivia games and simple move-object, it-changes-other-object type of crappy games. It was a very, very long time ago and I have forgotten everything except the clear screen command.

No other programming whatsoever. LOL

It looks like this program allows for a lot of drag and drop stuff, along with actual coding if you want to do so. Will I be able to either:

A) Make a somewhat decent, potentially sellable game using the drag and drop system?
or
B) Learn to code competently using some tutorials or guides available online?

A) would be optimal, since my time is a hilarious premium, but B) is possible if it would eventually be much faster and also be intuitive. I have what I consider to be three really, really good game ideas, and they don't seem like they would overly complicated to make, but like I mentioned, I am in way over my head and I am positive this will be much more difficult than it looks. I did the most simple tutorial for the click the clown game, and it seems pretty simple to at least add and change elements of games, although that game is obivously ridiculously simplistic and all of the assets are already created for you...

Nevertheless, I definitely want to try.

Can anyone recommend any good platformer tutorials or other tutorials that will help me with what I need to make a good and fun platformer? Optimally, I want to control the float of a character, speed, collision physics, the ability to add wall-jumps, wall slides, item usage, character transformation, etc.


Thanks in advance and I hope to be able to share my vision with you guys within the next year, if possible! :p

I bought Game Maker Studio three years ago, with zero programming knowledge whatsoever. I toyed around and made prototypes for the first few months, but I've released two full games on Steam and Xbox One since then.

My first suggestion is to only use the drag-n-drop as a method of teaching you basic game and code structure, and then learn to program everything yourself. The drag and drop is really limiting, and if you want any sort of true control or quality you'll be coding everything.
 
Hmm... Unity UI: Image component, wish to animate it with a successive set of images, like how you do it with sprite animations in Unity 2D stuff already

The "obvious" thing of attaching an appropriate animator to it doesn't work, so I'm going to guess it involves doing something else. I just hope that I'm able to reuse existing animation files so that I don't have to duplicate work :)

Any help here?
 

Mengy

wishes it were bannable to say mean things about Marvel
I bought Game Maker Studio three years ago, with zero programming knowledge whatsoever. I toyed around and made prototypes for the first few months, but I've released two full games on Steam and Xbox One since then.

My first suggestion is to only use the drag-n-drop as a method of teaching you basic game and code structure, and then learn to program everything yourself. The drag and drop is really limiting, and if you want any sort of true control or quality you'll be coding everything.

Yeah, I came across this a bit last night as I was trying to pass an object’s angle on to a new object created upon an instance_destroy call, but I can’t seem to find a way to do it via the drag and drop stuff. I think I’ll just code it manually. I’ll probably end up taking all of the code out of the object “step” itself and just writing a normal complete main loop instead, I feel like that may be easier to figure out, heh.
 

Water

Member
Hmm... Unity UI: Image component, wish to animate it with a successive set of images, like how you do it with sprite animations in Unity 2D stuff already

The "obvious" thing of attaching an appropriate animator to it doesn't work, so I'm going to guess it involves doing something else. I just hope that I'm able to reuse existing animation files so that I don't have to duplicate work :)

Any help here?

So you can animate it from scratch like everything else, but you don't want to, because you already have hand-built Unity animations to change a Sprite Renderer's sprite and you want to reuse those?

As far as I understand, even though the values being set are the same, the binding to target property isn't so the two types of animations aren't compatible. One idea would be to try to write an editor script that automatically builds an animation clip with a different binding but uses values from another animation clip. If you're lucky, it could be as simple as pulling the object reference keyframe array from the source animation and sticking it in the new one you're creating.
I found this that seems like a decent starting point:
http://stackoverflow.com/questions/...to-create-2d-animation-at-run-time-with-unity

Thanks for the interesting question - I've never thought about programmatically creating Unity animation before. Will file this as a potential research topic for some of my advanced students.
 

correojon

Member
Yeah, I came across this a bit last night as I was trying to pass an object’s angle on to a new object created upon an instance_destroy call, but I can’t seem to find a way to do it via the drag and drop stuff. I think I’ll just code it manually. I’ll probably end up taking all of the code out of the object “step” itself and just writing a normal complete main loop instead, I feel like that may be easier to figure out, heh.

I think you shouldn´t try to put everything in a main loop, specially if you´re learning the engine. Not because of the added complexity, but because I think it´s best you try to understand how GM works, the order in which it calls events, instance order, how it handles positioning, drawing, collisions...Besides, you have more control if you use a main loop to handle everything, but sometimes it´s much better performance-wise to just let GM handle the things it can handle on it´s own.
 
So you can animate it from scratch like everything else, but you don't want to, because you already have hand-built Unity animations to change a Sprite Renderer's sprite and you want to reuse those?

As far as I understand, even though the values being set are the same, the binding to target property isn't so the two types of animations aren't compatible. One idea would be to try to write an editor script that automatically builds an animation clip with a different binding but uses values from another animation clip. If you're lucky, it could be as simple as pulling the object reference keyframe array from the source animation and sticking it in the new one you're creating.
I found this that seems like a decent starting point:
http://stackoverflow.com/questions/...to-create-2d-animation-at-run-time-with-unity

Thanks for the interesting question - I've never thought about programmatically creating Unity animation before. Will file this as a potential research topic for some of my advanced students.

This appears to be what I'm already doing for the sprite objects in the game world; what I'm trying to do right now is to animate UI images within the UI canvas.

Obviously, reusing the animator for the sprite game objects didn't work;
Attempting to do the exact same "drag a bunch of sprites, in sequence as part of animation, to the UI game object" ends up... well, creating a new SpriteRenderer and stuff. This won't work; we need it to be a UI Image. (I think there's no way to have in-world sprites to show up on top of the UI canvas layer's anything if the UI lives in the screen space?)

Then again, maybe my head's in the sand, but it appears that I should leave this for tomorrow while I head to bed. Somehow, I think I'm probably very close to what I should be doing anyway... I mean, the sprites and the animations already exist; only have to adapt it in a way so that I can change the UI Images as if they were normal sprites as part of an animation - kind of like how the Animator component works with Sprite Renderers.

This might end up involving coding...
 

Rhanitan

Member
Well, I caught the "I'm way in over my head, but still want to try" development bug with the Gamemaker Studio Humble Bundle offer.

My long, storied programming background:

18 years ago, I took a QBasic class and made dumb stuff like Trivia games and simple move-object, it-changes-other-object type of crappy games. It was a very, very long time ago and I have forgotten everything except the clear screen command.

No other programming whatsoever. LOL

It looks like this program allows for a lot of drag and drop stuff, along with actual coding if you want to do so. Will I be able to either:

A) Make a somewhat decent, potentially sellable game using the drag and drop system?
or
B) Learn to code competently using some tutorials or guides available online?

A) would be optimal, since my time is a hilarious premium, but B) is possible if it would eventually be much faster and also be intuitive. I have what I consider to be three really, really good game ideas, and they don't seem like they would overly complicated to make, but like I mentioned, I am in way over my head and I am positive this will be much more difficult than it looks. I did the most simple tutorial for the click the clown game, and it seems pretty simple to at least add and change elements of games, although that game is obivously ridiculously simplistic and all of the assets are already created for you...

Nevertheless, I definitely want to try.

Can anyone recommend any good platformer tutorials or other tutorials that will help me with what I need to make a good and fun platformer? Optimally, I want to control the float of a character, speed, collision physics, the ability to add wall-jumps, wall slides, item usage, character transformation, etc.


Thanks in advance and I hope to be able to share my vision with you guys within the next year, if possible! :p

I started using game maker 2 years ago with almost no coding experience and i am feeling pretty comfortable writing gml already. Tom francis has a good tutorial series for starting to learn game maker code and shaun spalding has a lot of tutorials about making platformers specifically.
I would recommend making something really small before jumping straight into your vision.

good luck!
 

anteevy

Member
Man, sometimes it feels like Valve really hates indies. Thanks to their recent change my review count went from 27 to 6. Tons of indies have lost a significant amount of their (already small amount of) reviews. And the <1% that exploited the old review system will simply find other ways to exploit the new one. But hey, let's punish all games on Steam, it's easier.

/shortrant
 

Lautaro

Member
Man, sometimes it feels like Valve really hates indies. Thanks to their recent change my review count went from 27 to 6. Tons of indies have lost a significant amount of their (already small amount of) reviews. And the <1% that exploited the old review system will simply find other ways to exploit the new one. But hey, let's punish all games on Steam, it's easier.

/shortrant

I was wondering how others react to this change.

In my case I only lost one review (probably from a guy that bought the game via the Humble Store) and it was a negative one so its not much change for me but I can't avoid thinking that this could make less enticing for customers to buy your games in other stores.
 
Man, sometimes it feels like Valve really hates indies. Thanks to their recent change my review count went from 27 to 6. Tons of indies have lost a significant amount of their (already small amount of) reviews. And the <1% that exploited the old review system will simply find other ways to exploit the new one. But hey, let's punish all games on Steam, it's easier.

/shortrant

What change was made?
 
Man, sometimes it feels like Valve really hates indies. Thanks to their recent change my review count went from 27 to 6. Tons of indies have lost a significant amount of their (already small amount of) reviews. And the <1% that exploited the old review system will simply find other ways to exploit the new one. But hey, let's punish all games on Steam, it's easier.

/shortrant

Yeah I've seen a bunch of other indies saying similar things. It really seems like this change is doing more harm than good :\
 
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